corruption reduces planet income (mines and tax). Corruption depend on ratio between first and second clan influence

Introduced decay:

if there is a corruption on the planet,each clan loses 10 influence every turn

Changed fleet behavior:

fleet capacity - it does not represent max total ships anymore, but ships you can deploy at one planet. This fixes issue with jumpgates etc

bombing also reduces influence by 3% and 10% if there are no more structures

tweaks:

clan domination malus decreased and capped at -70

max clan size 8, no matter the player skill

game can be started again even if composition score is not good

mines nerfed

------GUI:------

Added widget; Replace Cloak Con Orders (disabled by default). It turns repair and reclaim orders into move orders if given to a cloaked constructor. This is to prevent unfortunate accidental decloak when navigating a wreck field with Rectors or cloaked Commanders.

Added terraform tooltip that shows hotkeys for each type of command when using that command.

Tactical AI no longer activates when a unit is set to hold position and an attack command is given by the player (now it required fight to activate).

Those spider models are nice from closeup detail, but awful in use. I seriously can not discern between tarantulas, weavers and recluses on the field. If they had at least obvious cloloured stripes like weaver had before...